The Save Game Editor (KSE) by tk102 (a very talented scripter) has been the most popular download here by far at FileFront. Itís always every week been the most popular download since Iíve been coming here, and for good reason too since itís the most useful tool out there. For my personal use, I use it all the time for both Knights of the Old Republic games.

I love that you can edit just about anything in your game because all this mod requires is a saved game. I mean if you want to add strength to your PC, you can. Extra computer skills, you can. You can pick the number you want for it too and youíre free to choose what number you want to for that particular attribute, or skill. If you want some extra feats, Force Powers, change of the PCís class, you can. You can also do this for your party members, not just your PC. If you want some extra components, or chemicals to work with, this tool is perfect for doing that. Want to change your name, you can. You can even change your party memberís names. Want to change your appearance or your party members, you can. Need to get a specific weapon and itís not available for a while in your personal game, you can. These are just a few examples you can do with this useful tool. Explore with this tool and find out what you can do that I havenít mentioned.

If you want this tool to work, you will have to quit your game once you make a save slot. Then open the KSE and open up the save you just made. Make sure when you make any changes, you hit the Apply button and when youíre done, hit the Commit Changes button. I also recommend that you make a back up save just in case you do something to mess your game up. Itís possible you can do something to cause some conflicts and crashes, so be wise and donít say I didnít warn you. A common mistake is that people open the wrong saved game file, so when you want to mess with a saved game, give a name that sticks out that no other saved game has just to make sure.

Whatís new in this 3.3.3 update that you didnít get in your previous version of this tool is...

Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.

-Shem

January 3, 2007For Those Who Can't Open It: Just so you all know, if you can't open the KSE, I found out that if you have installed a mod that messed with the dialog.tlk and spells.2da file, and if you ever uninstalled your game and re-installed it, the KSE will not work in any game since you needed to make a back up of the dialog.tlk file. You will have to re-install your mods that modify the dialog.tlk file. The simple way of getting around it is to make sure that KSE can't read your override folder by renaming it temporarily or renaming your spells.2da file temporarily. Just do something to make sure that the spells.2da file is not being read by the KSE.

*=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore better to change your Wis/Cha and Con to affect your MFP and MHP.

Before using KSE, it recommended that you make a backup of your 'saves' directory, just in case.

For KotOR1, it is also recommended that you download the KSE Fixed Cutscene Files and place them into your override folder. Available at http://www.pcgamemods.com -- at timeof writing the url is http://www.pcgamemods.com/8800

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Intro to KSE
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KSE is a stand-alone executable that can be located anywhere on your hard drive. Upon launch, it attempts to locate the KotOR and TSL installation directories based upon its registry entry. If an installation directory is not located in this manner, a BrowseForFolder dialog is displayed and KSE will look for the presence of swkotor.exe (for KotOR1) or swkotor2.exe (for KotOR2) in that directory. Savegames are assumed to be in a folder called 'saves' under the installation directory. Each savegame file ('savegame.sav') is assumed to be in its own subfolder along with 'partytable.res', 'savenfo.res', and 'GLOBALVARS.res' files. These assumptions are all based upon a normal
installation, so if you haven't moved files around you're fine.

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Manually specifying the game installation path (Xbox users take heed)
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You can manually specify the installation path for KotOR or TSL by right clicking the node that says "Knights of the Old Republic" or "The Sith Lords". A popup menu will appear next to your cursor. Choose 'Change Installation Path' and you will be prompted to browse for the installation folder. The tree will be updated automatically if savegames are found. Note that KSE expects the following files and file structure:

(As of v3.3.3, the chitin.key and various .bif files are not required)

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Note for Xbox users: Sig files
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Sig files are signatures that tell the Xbox that the savegame is legitimate. There are 7 .sig files that are required for a legitimate Xbox savegame:
SAVE_PARTY.sig
SAVE_VARS.sig
SAVE_INFO.sig
screen.sig
SAVE_HEADERVAR.sig
SAVE_DATA.sig
SAVE_HEADER.sig

KSE can create the first 6 of them. The SAVE_HEADER.sig cannot be recreated by KSE at this time. Therefore Xbox users will need to preserve their original SAVE_HEADER.sig and cross their fingers that it their KSE-edited game will accept that .sig file.

KSE began generating .sig files automatically as of v2.2.0. As of v3.3.2, KSE will now only generate .sig files if a .sig file exists in your saves(whatever) directory. If you haven't copied over the .sig files from your Xbox with savegame.sav file, you can create a dummy file with a .sig extension in that savegame folder and that will be enough for KSE to know that you want to generate .sig files when you edit your game.

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Using KSE
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Upon detection of the above folder/files, KSE will layout each savegame in a treeview window. Click on the [+] and [-] buttons to open/close. When selecting a savegame for the first time, there is a couple seconds of delay as the file information is loaded into memory, so don't panic. Highlighting different items in the treeview will bring up editing options in the pane to the right of the treeview window.

In the editing pane, there are will usually be two buttons at the bottom labeled as 'Apply' and 'Commit Changes'. The Apply button will
update the treeview and apply changes in memory. Commit Changes will write the changes in memory to the actual files. Most changes require the savegame.sav file to be re-written which takes a little while. You will receive a message indicating success in editing the savegame. Note: you don't have to Commit Changes until you're done Applying changes to memory; however, if you are editing multiple savegames, you will need to Commit Changes for each savegame.

Feats and powers have a different appearance in the editing pane. If the 'Feats' group or 'Force Powers' group is selected, the editing pane will contain a listbox of all available Feats or Powers to choose from. Instead of an Apply button, there is an 'Add Feat' or 'Add Power' button. If you already have the feat/power, this button does nothing. If not, the treeview will be updated and the changes will be Applied to memory.

If a particular feat/power is selected from the treeview, you will have the option to Remove it using the editing pane. There's no need to edit feats/powers -- you have to Remove the old one and Add the new one.

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Override Folder: Subdirectories NOT supported
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Although TSL supports subdirectories in the Override folder, KSE does not. Too often, there are two or more files that are named the same and KSE would have to make some arbritrary decision as to which one to use. Inevitably this will generate bug reports because the end-user expected the other file to be used by KSE. So to save us both that grief, if you wish to add custom items to your inventory or use some custom 2da file, you will need to make sure that you copy those custom files into your override root folder, perform your KSE edits, then remove them. (Note that KotOR also does not recognize subdirectories.)

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Notes About Feats and Powers
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As of version 1.0.2, a checkbox has been added which allows you to turn on and off the 'extra' feats and powers that aren't normally accessible during level ups. These are for experimentation and modding purposes. Please don't email me if you crash the game after adding one of these weird feats/powers. However, if you discover a use for one, please post your finding to an appropriate forum so others may learn from your tweaking.

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Reminder: No Safety Net!
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It should be noted that there isn't much in the way of safety nets built into this program. You can attempt for example to specify a negative
number of experience points or apply other crazy settings which KotOR may or may not understand. I guess that's half the fun, but consider yourself warned. If you're really attached to your savegame, MAKE A BACKUP FIRST.

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Notes regarding Class-changing/Adding/Removing
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As of version 0.4.0a, KSE provides the ability to change a character class. This makes for very interesting possiblities, including playing as a Droid or as a non-Jedi class combination. It also allows the player to change their initial class into a Jedi class. There are a couple things to consider when changing classes:

- Do not make a multi-classed character the same class in both classes. KotOR doesn't seem to like that.

- Before changing your class into a droid, you may want to unequip all items first. I've had the game hang during loading when I didn't do this.

- The droid classes grant you Feats like Logic Upgrade but you won't see the icon for them in your Feats screen. Also, KotOR doesn't let you equip droid armor/weapons/implants. That's too bad. :-(

- (For KotOR1) If you make your early single-class character a Jedi class, you'll probably also want to grant him/her the Feat: Force Sensitive to give you an extra 40 points, otherwise you won't be able to do much in the way of force powers until you level up. Also, you won't be able to get any Force Points until you level up once.

As of version 1.3.0, KSE allows you to add and remove classes to your PC and NPCs. It is known that the games won't recognize more than 2 classes. I wouldn't recommend removing all your classes either. Then you'd just be a couch potato and you don't need a game for that. :-)

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Notes regarding changing levels
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As of version 1.0.5, you now have the ability to directly change your PC and NPC class levels. Adding additional levels will affect your Hit Points and your Max Hit Points and maybe some other secondary attributes. The amount of experience points needed to further level up will also increase accordingly. You can level up past level cap (20 for KotOR, 50 for TSL), though it doesn't do much in terms of gameplay.

Leveling down will subtract previously gained powers/feats/skills and maybe attributes that you received from leveling up. The game stores all the information about what level you were when you gained your abilities. So if you level down, it forgets you had those abilities.

For the normal player, I can't think of much use for changing your level. For modders, changing levels may hold more importance.

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Known Bugs
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Inventory Hiccup
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If an item is added to your inventory and it has the same Tag as another item, KSE will generate an error.

Getting Stuck During Vision Sequence (KotOR1)
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Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence where you should be seeing a "dream" cutscene but instead you're locked up in a room with a "CutStart" object that doesn't do anything.

Cause: You have NOT placed the modified .dlg files into your override directory and you have changed your character to a Jedi/Minion/Droid class or you have changed your Gender to something other than Male or Female.

Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 ) and place the .dlg files into your Override folder.

After changing appearance to look like (an NPC), the real NPC has no head!
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Symptom: You change appearance to look like one of your party NPCs and all is well until you attempt to enter a new area with that NPC. Then the NPC loses its head!

The thing about it. Bioware set it up so that you can't encounter an npc with your head, so in appearance.2da there is a normalhead and backup head columns.

So in order for and npc not to loose there head that npc would need an backup head. As Juhani is a unique npc she doen not have a backup and when you transition from one area to another the game checks appearance.2da (I suspect) and since your character comes first the game will give you juhani's head and she looses hers.

There is a way to remedy this and it is simple open up appearance.2da with KT (if you have that file in override then open that appeance.2da) go to row 8 which is Party_NPC_Juhani and scroll ove until you see columns "normalhead" & "backuphead" and simple type 5 in the backuphead column save the file back to override. And now you and Juhani can be twins. if you would like juhani to have a different head when you take hers then simply open heads.2da to find an appropriate female head (or male. what ever make you happy) and type that number in the backuphead column and save appearance to override.

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